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  1. Past hour
  2. Fun, can't wait to play around with that one.
  3. Click on the whitewater button then select your current flip object that resides in the AutoDopNetwork. This will create three new layers on top of your fluid. Bubbles, Foam and Spray. These three layers can have alternate materials applied.
  4. Today
  5. The best solution depends on what you need in terms of self-intersection-detection. If you do not care about self intersection you have options: -the Sweep SOP -the Polywire SOP -using your curves as profiles for a polyExtrude If you do care about self-intersection you may need to clean up the curves a bit, using the "Intersection Stitch" SOP for instance (talking about H16 here) -after that you could still use the Polywire SOP with maybe a better result -you may be able to use the PolyExpand2D (but to do that you will have to flatten your curves to P.y = 0; and raise them again after the operation) -finally (a guy I know :P) made this: https://www.orbolt.com/asset/Twan_de_Graaf::TdG_2D_Polywire its bascially an older-less-fancy implementation of PolyExpand2D, likely more stable
  6. Hi all, Im trying to create constraints between packed primitives that are emitted into dop, the teapot example that comes with Houdini would be a good example of this, but then I want to create constraints between these primitives. I've been through a few post on this forum but still really struggling to get my head around constraints, especially as most examples have constraints already set at sop level. Ive tried using a sop solver inside the dop to bring in the the packed prims and create a constraint network, Im sure thats the way to go but struggling to get it it work. Any help would be welcome thank you. I have attached a capture from cinema 4d that illustrates the effect I am trying to achieve. preview.mov teapot.hip preview.mov
  7. "Cycle" After following Hernan Llanos "Applied Vectors" Tutorial (http://www.gridmarkets.com/hernan-llano) I played with the setup of part one a bit more: Again using additive line rendering in Mantra. Somehow mesmerising... :-) Cheers, Tom
  8. Hi, I have a little problem. I am making a curve sweep in houdini. My setup is to scatter points on a thin plane, noise it, then animate that along a path. I objectmerge that into a new object make a trail in sop solver and mesh everything in vdbfromparticles. I'm kind of starting to hit the vdb resolution limits (it is starting to take way too long to compute). Is there a way to sweep a noised line (ideally just noised points) and make a ribbon out of that. What I want is something like a sweep but to be able to manipulate the points that make the line during time with wrangle nodes. Basically, I would just like to get a polygon strip that I can texture as oposed to the full vdb meshing (I have uvs on my vdb, it's just a little slugish and the interpolation screws up some areas) Cheers.
  9. Thank you Noobini, that was it!
  10. Past hour
  11. fluid_tank.mov Hope u enjoy..
  12. Today
  13. Shift+s ?
  14. Past hour
  15. Hi guys i was recently playing with the ocean flip fluid effects and i am really confused how people render the ocean normally and in some areas (in high vel ones) they render the water white and refractive in a cool way ! like this picture below i tried to render vel pass and combine it but i didn't get it at all and i 've tried to render the high vel areas alone with a different shader but i couldn't reach it because i don't get the right refraction always . Can you help me guys i spent months of tries and renders without any benefit .
  16. Today
  17. I generally do like what they did with the group nodes though, making it more consistent with normal attributes. And you gain a bit of performance if you need to do less than 4 operations on a single old group node. If you create an empty group by pattern, extend a group by edge, remove some points with the help of other groups in the combine tab, and remove another group in the delete tab at the same time... Then the old group node is faster (than having them as 4 separate, of the new nodes) I can imagine the same goes for the copy sops. Also "duplicate" and "copy and transform" are now both in the tab menu, but create the same node type. I guess for legacy..
  18. How can I make wires in Node Graph Window make look like in old Houdini like in Picture? Is it possible in Houdini 16? Thanks!
  19. Ephere is a small company specializing in hair and fur software. We're looking for an experienced HDK developer and Houdini user to help us with writing and porting some of our tools inside Houdini. This is a remote contract offer and we are looking for a long term collaborator. If you want to participate in a fun project with some exciting and challenging work please contact me at marsel.khadiyev@ephere.com Marsel Khadiyev
  20. I have a chunk of geometry, lets say a tube, that's off in space, and it's been rotated around. I'd like to "normalize" it, to translate it to the origin, and then rotate it such that's point straight up in the Y axis, perform some operations on it, and then put it back in it's original position and orientation. I know how to normalize the translation, but I'm stuck with the rotation stuff. Is there a sop that does this or some vex that would point me in the right direction?
  21. I figured out the problem. I need to go to the jitter birth time and set it to "none". That way adjusting variance does not affect the first frame
  22. Hey eetu, first of all thanks for this amazing thread and sharing your knowledge, I'm thrilled by this stuff you made, I readed the site you posted but I get kinda lost, can you share some tips on how to create this kind of stuff? I'm a designer and started using houdini to do abstracts like these, right now I'm learning mantra but never played with volumes yet. Best part is that you said you didnt used vex, wich scares me as hell. Keep it up! cheers!
  23. @Phill Mayer nice - seems to jump to 0.1 though when you reopen the preferences.
  24. My theory is the more technically trained people get confused and annoyed by this aliasing, whilst the more artistic and less technical people don't.
  25. Check this thread
  26. Looks like this is a bug. It has been reported and logged.
  27. Dont know if this is what you want to do, but you can add a smooth sop, with a resample, or also try a convert to nurb curves, I did something similar some months ago (min 3:42) Cheers
  28. Hello everyone, I'm trying to create a taper in a polywire for a space colonization sim, but I'm not really getting through it. My main objective is the final model in the end, so even if the animation in the begging looks weird, I'm cool with that. polywire_taper_v01.hipnc Any one care to help me out? Thanks in advance! Eduardo Souza
  29. I make first steps in integration Houdini with my existing pipeline for Maya so there is not too much particular information for Houdini users, but there a lot of ideas and tools for Maya, which could be used with Houdini as well. I would mention: - Unified folder structure for all project materials (2D, 3D, editing, grading, pre-production, managing etc) including scenes, caches and renders - Naming, versioning; assets and shots structuring rules - Tracking versions and data (assets, renders, caches etc) with Ftrack I plan to develop same as for Maya tools, which will allow automatically creating and naming Houdini scenes, exporting and importing data etc. Hope you can find something useful in pipeline wiki.
  30. Yesterday
  31. Hi Roman Thanks for Physhader, it's great, esp nested shader capability. One question, can I have a nested shader inside a nested shader? For example I have liquid shader as the nest for air bubble shader and then glass shader as the nest for liquid shader? I see I get an error warning when i assign the nested liquid shader as the material for the glass nested shader but I see something is rendering out so not sure, maybe it works? thanks again Nigel.
  32. Just want to put all the extracted image plans (diffuse, AO, reflect, etc...) into there own directories(folders), is there a way to do this?
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